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pipdude111

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  1. Got it. I'm hoping to sneak it onto the official wishlist. :)
  2. Question: In Skyrim, SKSE provided a way to overlay normal maps. But (at least as far as I could tell) it did not provide a way to overlay specular maps. May I request that F4SE allow overlaying specular maps? Or, is there a technical reason that would make it impossible? (This would make mods like "sweating during combat" easier to implement.)
  3. Hello. I have dev experience. But, am completely new to C++. I made the simple SKSE plugin from this guide: https://github.com/xanderdunn/skaar/wiki/SKSE%3A-Getting-Started Now, I want to modify it to return a string instead of the number. But, I can't figure out how to change the return type correctly. I've included and tried using "std::string". But, I'm still getting compile errors. Any ideas on the best/easiest way to send strings back into Papyrus? Thank you.
  4. I recently learned that the XML class is not available via scaleform in Skyrim. Do we know yet if the XML class (and others) will be available in Fallout 4? Maybe they are using a different version of scaleform?
  5. But that is how the story works. And that's how history can be altered, too. Yes, I think the "60s" style being "the thing" for over 100 years is a bit... senseless, but I think that following our timeline isn't better, either. I don't even want to go into a post-apocalyptic world scenario, but trust me that only one huge event needs to be changed so that the timeline changes drastically... ...said the Doctor! I hear you. I'm sure that opinions will vary on this. For me, vintage doesn't make sense next to high tech. Why would society have figured out how to make flying robots and not color TV? It's immersion breaking for me. I do love the 60s just as a style in general. Just doesn't work for me in the game. I want the wasteland to feel like a compellingly dangerous place. The 60s thing is a turn toward the comical.
  6. I'm not sure if this counts as "lore breaking" (I don't mind the vanilla quest-line, etc.). But, in general, I would like to see mods that introduce more real world aspects. I'm just not crazy about this weird combination of vintage AND high tech. It feels cartoonish to have a black and white TV but a flying robot. So, I would like to see mods that make the game feel more like it's a post apocalypse of something closer to the real world USA 2015. Not Fallouts odd imagining of how the world might have been. I posted about one example of this type of change here: http://forums.nexusmods.com/index.php?/topic/3553620-bloods-crips-and-mi-13/ Another example could be introducing 2015 style clothes to replace the 1950s clothes, in various states of damage (this will probably happen over time by outfit creators anyway).
  7. I would add to this idea that losing a raid should have greater consequences. It would be great if the enemy factions completely took over settlements with inadequate defense. So, would need to go there and take it back, freeing the imprisoned settlers that weren't killed in the initial raid.
  8. In my opinion, one area of weakness in Fallout 4 is that some of the factions don't seem to have any kind of culture. Even just the name "raiders" doesn't seem very believable. Who is their leader? Why do they have allegiance to each other but not to others? How do they know who is part of their faction and who is not? Is there a significant difference between raiders and gunners? I would like to see a mod that remakes the factions so that they reflect a more realistic post apocalyptic outcome. It's plausible that in a broken society with no law enforcement that the same groups that appear in prison would form warlord-like factions. So, that could be gangs like bloods, crips, MI-13, hells angels, arian brotherhood, etc. To me, those would make much more interesting "bad guy" groups. A light version of this mod would actually be pretty easy. That would involve simply changing outfits, tattoos and the look of each group. A more advanced version of the mod could go further and change dialogues and even add routes for the player to join the gangs by getting jumped in or completing a number of assassination or looting quests. A turf system could be created that dynamically changes which gangs control which territories. A drug dealing system could be developed that involves creating labs, gathering materials, etc. similar to how settlements work. The amount and quality of drugs you produce attracts more users/addicts and thus more revenue. But, then you have to also consider other factors like security, keeping addicts from stealing from your operation, etc. Thoughts?
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